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GTA SA : Global Safehouse MOD


skann
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The only thing this is missing, is the usage of this:

 

Also, i'm wondering, are the houses bought like properties?

Edited by thalilmythos
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18 hours ago, thalilmythos said:

The only thing this is missing, is the usage of this:

 

Also, i'm wondering, are the houses bought like properties?

sadly, i didn't know about the garage extender earlier :( , therefore i will include it in my upcoming mods .

And the houses can't be brought as properties, u have a savedisk already inside of them and all the acces needed without buying it .

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4 hours ago, skann said:

sadly, i didn't know about the garage extender earlier :( , therefore i will include it in my upcoming mods .

And the houses can't be brought as properties, u have a savedisk already inside of them and all the acces needed without buying it .

Well my friend, now you know 😎

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19 hours ago, thalilmythos said:

Well my friend, now you know 😎

thanks to u mate, my next mods will include this :D .

**Villa D download is now available **

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  • 2 weeks later...
  • 1 month later...

q6Pqzlt.jpg

* Richmansion Added *

 

13 hours ago, thalilmythos said:

I have never been able to install any of your houses, they allways crash my game.

hopefully we can fix this, can you tell me at what % the game crashes ? and do you have any other mods installed and are u using  asi loader  and limit adjuster ? 

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  • 2 weeks later...
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  • 1 month later...
𝒌𝙧𝒊𝙩𝙎𝒌𝒊𝒚  ✗

I tried knocking On your email

 

5de2555d0518.jpg

ba0e17a63515.jpg

07a550865320.jpg

7147fff9cfb4.jpg

1f7ff10c88bb.jpg

a441e62e7f3c.jpg

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17 hours ago, 𝒌𝙧𝒊𝙩𝙎𝒌𝒊𝒚 ✗ said:

I tried knocking On your email

 

5de2555d0518.jpg

ba0e17a63515.jpg

07a550865320.jpg

7147fff9cfb4.jpg

1f7ff10c88bb.jpg

a441e62e7f3c.jpg

already sent you an email back :D , i will resend it again 

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𝒌𝙧𝒊𝙩𝙎𝒌𝒊𝒚  ✗

Hello colleague )) I have a question: do you Know a way to remove rain from a room in San Andreas ? (for example, as Junior did with the Malibu mini-map)

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19 hours ago, 𝒌𝙧𝒊𝙩𝙎𝒌𝒊𝒚 ✗ said:

Hello colleague )) I have a question: do you Know a way to remove rain from a room in San Andreas ? (for example, as Junior did with the Malibu mini-map)

i don't know how sorry :( , if you find something about it , i'd be happy to know it too :D

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Hi @skann,

I'll inform you, if your mods is working as well on GTA SA Android. That's really amazing works! I'am really loving it!

But i'am facing some bugs:

-Your col file is make player dark, i think you set the brightness is low.

-If your mods contain .asi file, i think that's will not work on GTA SA Android.

-Prelight? Yeah, it's your old mod by the way (Hill Mansion)

Anyways, it's good job!

And i think, you're need some screenshots, right? Here you go:

First screenshot

Second screenshot

Thank you very much! :D

And i'am waiting for your next mods! Good luck!

 

Edited by dot exe
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  • 4 weeks later...

Hello everyone , lately i have been working on a much stable version of my previous savehouses and i've succesfully reached the point to make them functional without using any extra col files and all together without any problem, so soon i will provide the download link , this is a trailer :

 

 

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  • 1 month later...

i need help whenever i install a mansion mod like this  no house appears at that place  the only thing that appears at that place is white screen or sometimes just a few furniture items from inside house and nothing else why,   how can i fix this ??? please reply soon

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thalilmythos

I'm waiting for the day you make your houses properties, so i can buy them in game, that would be great.

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  • 3 months later...
Official General
On 12/20/2019 at 8:15 PM, thalilmythos said:

I have never been able to install any of your houses, they allways crash my game.

Same here.

 

I've tried to install all of skann's houses and my game always crashes. 

Edited by Official General
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chaosbginwenrealityend

Greetings:

I ran across this in a search and I see this is for SA; so here are some tips to help you or anyone else out. Like your new buildings btw. I haven't download this so this is mainly informative.

1- grgx.asi is not compatible with any fastman92 limit adjuster above 4.3. I am one of the DEVs for SAxVCxLC and this is what I found out recently because we use it. 

2- Make sure none of IDs for this mod are being used by the game. There is a fastman92 free ID checker 4.0 that does this good.

3- Make sure none of your new/added objects have the same name as ones used by the game.

4- It looks like you'll need a limit adjuster because some limits will be exceeded; and there are other limit adjusters available for 'small' mods like these too besides FM92la. Standard limits are:

    A-  There is a limit on the number of objects in the game. If this limit is breached the game will crash.

    B- There is a limit on the number of .col files. If this limit is breached, the game will crash.

    C- A limit on the number of .txds

    D- A limit on the number of garages

    E- A limit on the number of save/weapon pickups

    F- A limit on the number of enexes.

    G- .col archive to not exceed 32kb in size.

 

Unbroken limits must be adhered too or there will be bugs/crashes:

  1- Object .dff and .txd name cannot exceed 19 characters in length. (coled2 won't recognise any char past 19)

  2- ped name and .txd 7 chars max

  3- car name and .txd 8 chars max

  4- enex name 7 chars max

  5- garage name 7 chars max

 

It looks like your objects are high poly - and this is the number one cause of crashes/problems I've seen after all the limits are all 'adjusted' and character length limits are respected:

 

There is an undocumented number of .col faces limit. The game will support a .dff size of say 10,000 faces but if the .col has this many it will likely crash. The key to successfully adding high quality or higher poly count objects and the game streaming efficiently is in .col optimization. The only way to super optimise any new structure or object is in a 3d program like 3ds max. At least this is the way I do it; it has an 'undo' and one can bring a 10,000 face building down to 200 faces while maintaining all important collision points by the player. For example, a table and 4 chair set which could have 6000-7000 faces. The .col script would make the .col having the same face count because it draws the collision around each face. This could be brought down to 18 faces easy- 2 faces for the table and 4 faces for each chair: 2 for the back; 2 for the seat. In game this 'difference' between .dff size and.col will never be noticed by the player and collision will act the same weather optimised or not. In other words, you do not need collision where the player can't reach. Sometimes this optimisation can't be obtained like with terrain so here you would want to keep the face count small say 200-500 faces but no more than 1000 because here it would need full collision.

 

Where I can always tell inGame objects having high .col face count is when objects seem sluggish in loading. Sometimes background LODS won't render because the player is within range of the high quality object with the high .col face count which the game has to load first. Sometimes it happens the other way where many foreground objects may not load because the game still loading large .col sizes. This also happens with large .txd sizes too. This might be referred to as the stream memory bug but the cause is from what I just described.

 

The second part of efficiency is the size of .TXDs. I have downloaded ped models who's .dff size was small say 900kb but the .txd was 12mb. These are too heavy for the engine to stream efficiently especially if one has many of these. Try to keep these smaller too 1-3000kb for buildings is ok. To me, there is no noticeable quality difference between a 2048 texture and a 512 one. 

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𝒌𝙧𝒊𝙩𝙎𝒌𝒊𝒚  ✗
On 10/1/2020 at 12:17 AM, chaosbginwenrealityend said:

is not compatible with any fastman92 limit adjuster above 4.3.

I'm sorry to interrupt) I was updating his mansion in Tiera Robada ( as you can see above) by adding water to the pool and placing a garage to save cars . So I used fastman92 limit adjuster 5.1 and grgx for the garage , no compatibility problems were found

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  • 8 months later...

Hello, Global safehouse 1.1 is now available , i have made sure to fix savedisk crashing and reducing files while also adding 3 new safehouses

JJ8LCru.jpg 

TIQv6Vy.jpg

MrBvtgV.jpg

 

 

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  • 6 months later...
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